micromissiles-unity/Assets/Tests/EditMode/ThreatAssignmentTests.cs

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using NUnit.Framework;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.TestTools;
using System.Linq;
public class ThreatAssignmentTests
{
[Test]
public void Assign_Should_Assign_All_Interceptors_And_Threats()
{
// Arrange
ThreatAssignment threatAssignment = new ThreatAssignment();
// Create interceptors
List<Interceptor> interceptors = new List<Interceptor>
{
new GameObject("Interceptor 1").AddComponent<Micromissile>(),
new GameObject("Interceptor 2").AddComponent<Micromissile>(),
new GameObject("Interceptor 3").AddComponent<Micromissile>()
};
// Create threats
Threat threat1 = new GameObject("Threat 1").AddComponent<DroneTarget>();
Threat threat2 = new GameObject("Threat 2").AddComponent<DroneTarget>();
Threat threat3 = new GameObject("Threat 3").AddComponent<DroneTarget>();
// Add Rigidbody components to threats to set velocities
Rigidbody rb1 = threat1.gameObject.AddComponent<Rigidbody>();
Rigidbody rb2 = threat2.gameObject.AddComponent<Rigidbody>();
Rigidbody rb3 = threat3.gameObject.AddComponent<Rigidbody>();
// Set positions and velocities
threat1.transform.position = Vector3.forward * -20f;
threat2.transform.position = Vector3.forward * -20f;
threat3.transform.position = Vector3.forward * -20f;
rb1.linearVelocity = Vector3.forward * 5f;
rb2.linearVelocity = Vector3.forward * 10f;
rb3.linearVelocity = Vector3.forward * 15f;
// Create threat data
List<ThreatData> threats = new List<ThreatData>
{
new ThreatData(threat1, "Threat1ID"),
new ThreatData(threat2, "Threat2ID"),
new ThreatData(threat3, "Threat3ID")
};
// Act
IEnumerable<IAssignment.AssignmentItem> assignments = threatAssignment.Assign(interceptors, threats);
// Assert
Assert.AreEqual(3, assignments.Count(), "All interceptors should be assigned");
HashSet<Interceptor> assignedInterceptors = new HashSet<Interceptor>();
HashSet<Threat> assignedThreats = new HashSet<Threat>();
foreach (var assignment in assignments)
{
Assert.IsNotNull(assignment.Interceptor, "Interceptor should not be null");
Assert.IsNotNull(assignment.Threat, "Threat should not be null");
assignedInterceptors.Add(assignment.Interceptor);
assignedThreats.Add(assignment.Threat);
}
Assert.AreEqual(3, assignedInterceptors.Count, "All interceptors should be unique");
Assert.AreEqual(3, assignedThreats.Count, "All threats should be assigned");
// Verify that threats are assigned in order of their threat level (based on velocity and distance)
var orderedAssignments = assignments.OrderByDescending(a => a.Threat.GetVelocity().magnitude / Vector3.Distance(a.Threat.transform.position, Vector3.zero)).ToList();
Assert.AreEqual(threat3, orderedAssignments[0].Threat, "Highest threat should be assigned first");
Assert.AreEqual(threat2, orderedAssignments[1].Threat, "Second highest threat should be assigned second");
Assert.AreEqual(threat1, orderedAssignments[2].Threat, "Lowest threat should be assigned last");
}
[Test]
public void Assign_Should_Handle_More_Interceptors_Than_Threats()
{
// Arrange
ThreatAssignment threatAssignment = new ThreatAssignment();
// Create interceptors
List<Interceptor> interceptors = new List<Interceptor>
{
new GameObject("Interceptor 1").AddComponent<Micromissile>(),
new GameObject("Interceptor 2").AddComponent<Micromissile>(),
new GameObject("Interceptor 3").AddComponent<Micromissile>()
};
// Create threats
Threat threat1 = new GameObject("Threat 1").AddComponent<DroneTarget>();
Threat threat2 = new GameObject("Threat 2").AddComponent<DroneTarget>();
// Add Rigidbody components to threats to set velocities
Rigidbody rb1 = threat1.gameObject.AddComponent<Rigidbody>();
Rigidbody rb2 = threat2.gameObject.AddComponent<Rigidbody>();
// Set positions and velocities
threat1.transform.position = Vector3.up * 10f;
threat2.transform.position = Vector3.right * 5f;
rb1.linearVelocity = Vector3.forward * 10f;
rb2.linearVelocity = Vector3.forward * 15f;
// Create threat data
List<ThreatData> threats = new List<ThreatData>
{
new ThreatData(threat1, "Threat1ID"),
new ThreatData(threat2, "Threat2ID")
};
// Act
IEnumerable<IAssignment.AssignmentItem> assignments = threatAssignment.Assign(interceptors, threats);
// Assert
Assert.AreEqual(2, assignments.Count(), "All threats should be assigned");
HashSet<Interceptor> assignedInterceptors = new HashSet<Interceptor>();
HashSet<Threat> assignedThreats = new HashSet<Threat>();
foreach (var assignment in assignments)
{
Assert.IsNotNull(assignment.Interceptor, "Interceptor should not be null");
Assert.IsNotNull(assignment.Threat, "Threat should not be null");
assignedInterceptors.Add(assignment.Interceptor);
assignedThreats.Add(assignment.Threat);
}
Assert.AreEqual(2, assignedInterceptors.Count, "Two interceptors should be assigned");
Assert.AreEqual(2, assignedThreats.Count, "Both threats should be assigned");
// Verify that threats are assigned in order of their threat level (based on velocity and distance)
var orderedAssignments = assignments.OrderByDescending(a => a.Threat.GetVelocity().magnitude / Vector3.Distance(a.Threat.transform.position, Vector3.zero)).ToList();
Assert.AreEqual(threat2, orderedAssignments[0].Threat, "Higher threat should be assigned first");
Assert.AreEqual(threat1, orderedAssignments[1].Threat, "Lower threat should be assigned second");
}
}